Change custom-shader to a prelude-epilogue system

This commit is contained in:
Ivan Molodetskikh
2024-04-22 19:05:11 +04:00
parent d4bed70884
commit 1681ed16d9
9 changed files with 161 additions and 161 deletions
@@ -63,8 +63,8 @@ unsafe fn compile_program(
let vert_position = CStr::from_bytes_with_nul(b"vert_position\0").expect("NULL terminated");
let matrix = CStr::from_bytes_with_nul(b"matrix\0").expect("NULL terminated");
let tex_matrix = CStr::from_bytes_with_nul(b"tex_matrix\0").expect("NULL terminated");
let size = CStr::from_bytes_with_nul(b"size\0").expect("NULL terminated");
let alpha = CStr::from_bytes_with_nul(b"alpha\0").expect("NULL terminated");
let size = CStr::from_bytes_with_nul(b"niri_size\0").expect("NULL terminated");
let alpha = CStr::from_bytes_with_nul(b"niri_alpha\0").expect("NULL terminated");
Ok(PixelWithTexturesProgram(Rc::new(
PixelWithTexturesProgramInner {
+12 -13
View File
@@ -74,10 +74,9 @@ impl ResizeRenderElement {
// Compute the transformation matrices.
let input_to_curr_geo = Mat3::from_scale(area_size / curr_geo_size)
* Mat3::from_translation((area_loc - curr_geo_loc) / area_size);
let input_to_prev_geo = Mat3::from_scale(area_size / size_prev)
* Mat3::from_translation((area_loc - curr_geo_loc) / area_size);
let input_to_next_geo = Mat3::from_scale(area_size / size_next)
* Mat3::from_translation((area_loc - curr_geo_loc) / area_size);
let curr_geo_to_prev_geo = Mat3::from_scale(curr_geo_size / size_prev);
let curr_geo_to_next_geo = Mat3::from_scale(curr_geo_size / size_next);
let geo_to_tex_prev = Mat3::from_translation(-tex_prev_geo_loc / tex_prev_geo_size)
* Mat3::from_scale(size_prev / tex_prev_geo_size * scale);
@@ -99,21 +98,21 @@ impl ResizeRenderElement {
Self(PrimaryGpuPixelShaderWithTexturesRenderElement::new(
shader,
HashMap::from([
(String::from("tex_prev"), texture_prev),
(String::from("tex_next"), texture_next),
(String::from("niri_tex_prev"), texture_prev),
(String::from("niri_tex_next"), texture_next),
]),
area,
size,
None,
result_alpha,
vec![
make_uniform("input_to_curr_geo", input_to_curr_geo),
make_uniform("input_to_prev_geo", input_to_prev_geo),
make_uniform("input_to_next_geo", input_to_next_geo),
make_uniform("geo_to_tex_prev", geo_to_tex_prev),
make_uniform("geo_to_tex_next", geo_to_tex_next),
Uniform::new("progress", progress),
Uniform::new("clamped_progress", clamped_progress),
make_uniform("niri_input_to_curr_geo", input_to_curr_geo),
make_uniform("niri_curr_geo_to_prev_geo", curr_geo_to_prev_geo),
make_uniform("niri_curr_geo_to_next_geo", curr_geo_to_next_geo),
make_uniform("niri_geo_to_tex_prev", geo_to_tex_prev),
make_uniform("niri_geo_to_tex_next", geo_to_tex_next),
Uniform::new("niri_progress", progress),
Uniform::new("niri_clamped_progress", clamped_progress),
],
Kind::Unspecified,
))
+33 -33
View File
@@ -1,6 +1,8 @@
use std::cell::RefCell;
use smithay::backend::renderer::gles::{GlesPixelProgram, GlesRenderer, UniformName, UniformType};
use smithay::backend::renderer::gles::{
GlesError, GlesPixelProgram, GlesRenderer, UniformName, UniformType,
};
use super::primary_gpu_pixel_shader_with_textures::PixelWithTexturesProgram;
use super::renderer::NiriRenderer;
@@ -31,24 +33,11 @@ impl Shaders {
})
.ok();
let resize = PixelWithTexturesProgram::compile(
renderer,
include_str!("resize.frag"),
&[
UniformName::new("input_to_curr_geo", UniformType::Matrix3x3),
UniformName::new("input_to_prev_geo", UniformType::Matrix3x3),
UniformName::new("input_to_next_geo", UniformType::Matrix3x3),
UniformName::new("geo_to_tex_prev", UniformType::Matrix3x3),
UniformName::new("geo_to_tex_next", UniformType::Matrix3x3),
UniformName::new("progress", UniformType::_1f),
UniformName::new("clamped_progress", UniformType::_1f),
],
&["tex_prev", "tex_next"],
)
.map_err(|err| {
warn!("error compiling resize shader: {err:?}");
})
.ok();
let resize = compile_resize_program(renderer, include_str!("resize.frag"))
.map_err(|err| {
warn!("error compiling resize shader: {err:?}");
})
.ok();
Self {
gradient_border,
@@ -87,22 +76,33 @@ pub fn init(renderer: &mut GlesRenderer) {
}
}
fn compile_resize_program(
renderer: &mut GlesRenderer,
src: &str,
) -> Result<PixelWithTexturesProgram, GlesError> {
let mut program = include_str!("resize-prelude.frag").to_string();
program.push_str(src);
program.push_str(include_str!("resize-epilogue.frag"));
PixelWithTexturesProgram::compile(
renderer,
&program,
&[
UniformName::new("niri_input_to_curr_geo", UniformType::Matrix3x3),
UniformName::new("niri_curr_geo_to_prev_geo", UniformType::Matrix3x3),
UniformName::new("niri_curr_geo_to_next_geo", UniformType::Matrix3x3),
UniformName::new("niri_geo_to_tex_prev", UniformType::Matrix3x3),
UniformName::new("niri_geo_to_tex_next", UniformType::Matrix3x3),
UniformName::new("niri_progress", UniformType::_1f),
UniformName::new("niri_clamped_progress", UniformType::_1f),
],
&["niri_tex_prev", "niri_tex_next"],
)
}
pub fn set_custom_resize_program(renderer: &mut GlesRenderer, src: Option<&str>) {
let program = if let Some(src) = src {
match PixelWithTexturesProgram::compile(
renderer,
src,
&[
UniformName::new("input_to_curr_geo", UniformType::Matrix3x3),
UniformName::new("input_to_prev_geo", UniformType::Matrix3x3),
UniformName::new("input_to_next_geo", UniformType::Matrix3x3),
UniformName::new("geo_to_tex_prev", UniformType::Matrix3x3),
UniformName::new("geo_to_tex_next", UniformType::Matrix3x3),
UniformName::new("progress", UniformType::_1f),
UniformName::new("clamped_progress", UniformType::_1f),
],
&["tex_prev", "tex_next"],
) {
match compile_resize_program(renderer, src) {
Ok(program) => Some(program),
Err(err) => {
warn!("error compiling custom resize shader: {err:?}");
@@ -0,0 +1,8 @@
void main() {
vec3 coords_curr_geo = niri_input_to_curr_geo * vec3(niri_v_coords, 1.0);
vec3 size_curr_geo = niri_input_to_curr_geo * vec3(niri_size, 1.0);
vec4 color = resize_color(coords_curr_geo, size_curr_geo);
gl_FragColor = color * niri_alpha;
}
@@ -0,0 +1,21 @@
#version 100
precision mediump float;
varying vec2 niri_v_coords;
uniform vec2 niri_size;
uniform mat3 niri_input_to_curr_geo;
uniform mat3 niri_curr_geo_to_prev_geo;
uniform mat3 niri_curr_geo_to_next_geo;
uniform sampler2D niri_tex_prev;
uniform mat3 niri_geo_to_tex_prev;
uniform sampler2D niri_tex_next;
uniform mat3 niri_geo_to_tex_next;
uniform float niri_progress;
uniform float niri_clamped_progress;
uniform float niri_alpha;
+6 -37
View File
@@ -1,41 +1,10 @@
#version 100
vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords_tex_prev = niri_geo_to_tex_prev * coords_curr_geo;
vec4 color_prev = texture2D(niri_tex_prev, coords_tex_prev.st);
precision mediump float;
vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
vec4 color_next = texture2D(niri_tex_next, coords_tex_next.st);
varying vec2 v_coords;
uniform vec2 size;
uniform mat3 input_to_curr_geo;
uniform mat3 input_to_prev_geo;
uniform mat3 input_to_next_geo;
uniform sampler2D tex_prev;
uniform mat3 geo_to_tex_prev;
uniform sampler2D tex_next;
uniform mat3 geo_to_tex_next;
uniform float progress;
uniform float clamped_progress;
uniform float alpha;
vec4 crossfade() {
vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
vec3 coords_tex_prev = geo_to_tex_prev * coords_curr_geo;
vec4 color_prev = texture2D(tex_prev, vec2(coords_tex_prev));
vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo;
vec4 color_next = texture2D(tex_next, vec2(coords_tex_next));
vec4 color = mix(color_prev, color_next, clamped_progress);
vec4 color = mix(color_prev, color_next, niri_clamped_progress);
return color;
}
void main() {
vec4 color = crossfade();
gl_FragColor = color * alpha;
}
+2 -2
View File
@@ -6,7 +6,7 @@ uniform mat3 tex_matrix;
attribute vec2 vert;
attribute vec4 vert_position;
varying vec2 v_coords;
varying vec2 niri_v_coords;
mat2 scale(vec2 scale_vec){
return mat2(
@@ -19,7 +19,7 @@ void main() {
vec2 vert_transform_translation = vert_position.xy;
vec2 vert_transform_scale = vert_position.zw;
vec3 position = vec3(vert * scale(vert_transform_scale) + vert_transform_translation, 1.0);
v_coords = (tex_matrix * position).xy;
niri_v_coords = (tex_matrix * position).xy;
gl_Position = vec4(matrix * position, 1.0);
}
+7 -15
View File
@@ -234,31 +234,23 @@ See [this example shader](./examples/resize-custom-shader.frag) for a full docum
If a custom shader fails to compile, niri will print a warning and fall back to the default, or previous successfully compiled shader.
> [!NOTE]
> [!WARNING]
>
> Custom shaders do not have a backwards compatibility guarantee.
> I may need to change their interface as I'm developing new features.
Example: resize will show the next (after resize) window texture right away, stretched to the current geometry.
```
animations {
window-resize {
spring damping-ratio=1.0 stiffness=800 epsilon=0.0001
custom-shader r"
#version 100
precision mediump float;
varying vec2 v_coords;
uniform mat3 input_to_curr_geo;
uniform sampler2D tex_next;
uniform mat3 geo_to_tex_next;
uniform float alpha;
void main() {
vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo;
vec4 color = texture2D(tex_next, vec2(coords_tex_next));
gl_FragColor = color * alpha;
vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
vec4 color = texture2D(niri_tex_next, coords_tex_next.st);
return color;
}
"
}
+70 -59
View File
@@ -1,72 +1,87 @@
#version 100
precision mediump float;
// Coordinates of the current pixel.
// Your shader must contain one function (see the bottom of this file).
//
// These range from 0 to 1 over the whole area of the shader. The location and
// the size of the area are unspecified, but niri will make it large enough to
// accomodate a crossfade.
// It should not contain any uniform definitions or anything else, as niri
// provides them for you.
//
// You very likely want to convert these coordinates to geometry coordinates
// before using them (see below).
varying vec2 v_coords;
// All symbols defined by niri will have a niri_ prefix, so don't use it for
// your own variables and functions.
// Pixel size of the whole area of the shader.
uniform vec2 size;
// The function that you must define looks like this:
vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec4 color = /* ...compute the color... */;
return color;
}
// Matrix that converts the input v_coords into coordinates inside the current
// It takes as input:
//
// * coords_curr_geo: coordinates of the current pixel relative to the current
// window geometry.
//
// These are homogeneous (the Z component is equal to 1) and scaled in such a
// way that the 0 to 1 coordinates lie within the current window geometry (in
// the middle of a resize). Pixels outside the window geometry will have
// coordinates below 0 or above 1.
//
// The window geometry is its "visible bounds" from the user's perspective.
// After applying this matrix, the 0 to 1 coordinate range will correspond to
// the current geometry (in the middle of a resize), and pixels outside the
// geometry will have coordinates below 0 or above 1.
uniform mat3 input_to_curr_geo;
//
// The shader runs over an area of unspecified size and location, so you must
// expect and handle coordinates outside the [0, 1] range. The area will be
// large enough to accomodate a crossfade effect.
//
// * size_curr_geo: size of the current window geometry in physical pixels.
//
// It is homogeneous (the Z component is equal to 1).
//
// The function must return the color of the pixel (with premultiplied alpha).
// The pixel color will be further processed by niri (for example, to apply the
// final opacity from window rules).
// Matrix that converts the input v_coords into coordinates inside the previous
// (before resize) window geometry.
uniform mat3 input_to_prev_geo;
// Matrix that converts the input v_coords into coordinates inside the next
// (after resize) window geometry.
uniform mat3 input_to_next_geo;
// Now let's go over the uniforms that niri defines.
// Previous (before resize) window texture.
uniform sampler2D tex_prev;
uniform sampler2D niri_tex_prev;
// Matrix that converts geometry coordinates into the previous window texture
// coordinates.
//
// The window texture can and will go outside the geometry (for client-side
// decoration shadows for example), which is why this matrix is necessary.
uniform mat3 geo_to_tex_prev;
uniform mat3 niri_geo_to_tex_prev;
// Next (after resize) window texture.
uniform sampler2D tex_next;
uniform sampler2D niri_tex_next;
// Matrix that converts geometry coordinates into the next window texture
// coordinates.
uniform mat3 geo_to_tex_next;
uniform mat3 niri_geo_to_tex_next;
// Matrix that converts coords_curr_geo into coordinates inside the previous
// (before resize) window geometry.
uniform mat3 niri_curr_geo_to_prev_geo;
// Matrix that converts coords_curr_geo into coordinates inside the next
// (after resize) window geometry.
uniform mat3 niri_curr_geo_to_next_geo;
// Unclamped progress of the resize.
//
// Goes from 0 to 1 but may overshoot and oscillate.
uniform float progress;
uniform float niri_progress;
// Clamped progress of the resize.
//
// Goes from 0 to 1, but will stop at 1 as soon as it first reaches 1. Will not
// overshoot or oscillate.
uniform float clamped_progress;
uniform float niri_clamped_progress;
// Additional opacity to apply to the final color.
uniform float alpha;
// Now let's look at some examples. You can copy everything below this line
// into your custom-shader to experiment.
// Example: fill the current geometry with a solid vertical gradient.
vec4 solid_gradient() {
vec3 coords = input_to_curr_geo * vec3(v_coords, 1.0);
vec4 solid_gradient(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords = coords_curr_geo;
vec4 color = vec4(0.0);
// Paint only the area inside the current geometry.
@@ -83,35 +98,33 @@ vec4 solid_gradient() {
// Example: crossfade between previous and next texture, stretched to the
// current geometry.
vec4 crossfade() {
vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
vec4 crossfade(vec3 coords_curr_geo, vec3 size_curr_geo) {
// Convert coordinates into the texture space for sampling.
vec3 coords_tex_prev = niri_geo_to_tex_prev * coords_curr_geo;
vec4 color_prev = texture2D(niri_tex_prev, coords_tex_prev.st);
vec3 coords_tex_prev = geo_to_tex_prev * coords_curr_geo;
vec4 color_prev = texture2D(tex_prev, vec2(coords_tex_prev));
// Convert coordinates into the texture space for sampling.
vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
vec4 color_next = texture2D(niri_tex_next, coords_tex_next.st);
vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo;
vec4 color_next = texture2D(tex_next, vec2(coords_tex_next));
vec4 color = mix(color_prev, color_next, clamped_progress);
vec4 color = mix(color_prev, color_next, niri_clamped_progress);
return color;
}
// Example: next texture, stretched to the current geometry.
vec4 stretch_next() {
vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
vec3 coords_tex_next = geo_to_tex_next * coords_curr_geo;
vec4 color = texture2D(tex_next, vec2(coords_tex_next));
vec4 stretch_next(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords_tex_next = niri_geo_to_tex_next * coords_curr_geo;
vec4 color = texture2D(niri_tex_next, coords_tex_next.st);
return color;
}
// Example: next texture, stretched to the current geometry if smaller, and
// cropped if bigger.
vec4 stretch_or_crop_next() {
vec3 coords_curr_geo = input_to_curr_geo * vec3(v_coords, 1.0);
vec3 coords_next_geo = input_to_next_geo * vec3(v_coords, 1.0);
vec4 stretch_or_crop_next(vec3 coords_curr_geo, vec3 size_curr_geo) {
vec3 coords_next_geo = niri_curr_geo_to_next_geo * coords_curr_geo;
vec3 coords_stretch = geo_to_tex_next * coords_curr_geo;
vec3 coords_crop = geo_to_tex_next * coords_next_geo;
vec3 coords_stretch = niri_geo_to_tex_next * coords_curr_geo;
vec3 coords_crop = niri_geo_to_tex_next * coords_next_geo;
// If the crop coord is smaller than the stretch coord, then the next
// texture size is bigger than the current geometry, which means that we
@@ -122,7 +135,7 @@ vec4 stretch_or_crop_next() {
if (coords_crop.y < coords_stretch.y)
coords.y = coords_crop.y;
vec4 color = texture2D(tex_next, vec2(coords));
vec4 color = texture2D(niri_tex_next, coords.st);
// However, when we crop, we also want to crop out anything outside the
// current geometry. This is because the area of the shader is unspecified
@@ -142,11 +155,9 @@ vec4 stretch_or_crop_next() {
return color;
}
// The main entry point of the shader.
void main() {
// This is the function that you must define.
vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
// You can pick one of the example functions or write your own.
vec4 color = stretch_or_crop_next();
gl_FragColor = color * alpha;
return stretch_or_crop_next(coords_curr_geo, size_curr_geo);
}